--User changes

-Remove Hue as a saved parameter, as well as animation parameters associated with it. It's now a GUI-only field that is never saved.
 -Make histogram, density filter buffer, and all associated fields always float, even when using double. In that case, only the iteration calculations are now double. Suggested by Thomas Ludwig.
 -Print all three kernels in EmberRender when the --dump_kernel option is specified.
 -Apply variations filter to randoms.

--Bug fixes
 -Fix bug where hue was not being preserved when switching controllers and embers. Very hard to repro bug, but mostly overcome by eliminating hue as a saved parameter.

--Code changes
 -De-templatized DEOpenCLKernelCreator and FinalAccumOpenCLKernelCreator. They now just take a bool as a parameter to specify double precision.
 -To accommodate the buffers being float, introduce a new #define types in EmberCL called real4_bucket, and real4reals_bucket.
 -Density and spatial filtering structs now use this type.
 -ConvertDensityFilter() and ConvertSpatialFilter() no longer return a value, they just assign to the member.
This commit is contained in:
mfeemster
2015-08-10 20:10:23 -07:00
parent 6b702334b9
commit eecd3c254f
38 changed files with 695 additions and 771 deletions

View File

@ -96,6 +96,7 @@ static inline size_t NowMs()
#define v2T glm::tvec2<T, glm::defaultp>
#define v3T glm::tvec3<T, glm::defaultp>
#define v4T glm::tvec4<T, glm::defaultp>
#define v4bT glm::tvec4<bucketT, glm::defaultp>
#define m2T glm::tmat2x2<T, glm::defaultp>
#define m3T glm::tmat3x3<T, glm::defaultp>
#define m4T glm::tmat4x4<T, glm::defaultp>
@ -104,6 +105,7 @@ static inline size_t NowMs()
#define v2T glm::detail::tvec2<T, glm::defaultp>
#define v3T glm::detail::tvec3<T, glm::defaultp>
#define v4T glm::detail::tvec4<T, glm::defaultp>
#define v4bT glm::detail::tvec4<bucketT, glm::defaultp>
#define m2T glm::detail::tmat2x2<T, glm::defaultp>
#define m3T glm::detail::tmat3x3<T, glm::defaultp>
#define m4T glm::detail::tmat4x4<T, glm::defaultp>
@ -132,14 +134,13 @@ enum eEmberMotionParam : uint
FLAME_MOTION_CENTER_X = 7,
FLAME_MOTION_CENTER_Y = 8,
FLAME_MOTION_ROTATE = 9,
FLAME_MOTION_HUE = 10,
FLAME_MOTION_BRIGHTNESS = 11,
FLAME_MOTION_GAMMA = 12,
FLAME_MOTION_GAMMA_THRESH = 13,
FLAME_MOTION_HIGHLIGHT_POWER = 14,
FLAME_MOTION_BACKGROUND_R = 15,
FLAME_MOTION_BACKGROUND_G = 16,
FLAME_MOTION_BACKGROUND_B = 17,
FLAME_MOTION_VIBRANCY = 18
FLAME_MOTION_BRIGHTNESS = 10,
FLAME_MOTION_GAMMA = 11,
FLAME_MOTION_GAMMA_THRESH = 12,
FLAME_MOTION_HIGHLIGHT_POWER = 13,
FLAME_MOTION_BACKGROUND_R = 14,
FLAME_MOTION_BACKGROUND_G = 15,
FLAME_MOTION_BACKGROUND_B = 16,
FLAME_MOTION_VIBRANCY = 17
};
}